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Everything posted by cantab
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Back to zero. But who am I fighting for?
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That framerate graph is known to be wrong. If I remember rightly it incorrectly shows any framerate below 25 as 25. http://forum.kerbalspaceprogram.com/threads/116034 is a mod that adds a correct fps display. There's also one to show "physics time ratio" which is how much the game lags. Alternatively use FRAPS or any other program that monitors framerate.
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I've not heard of New Concepts in Global Tectonics before, but this is how they describe themselves: In talking about "censorship" and "discrimination" relating to science they basically come across as a bunch of cranks. Topics in the June issue of their 'journal' include the Expanding Earth and things that seem related to the "electric universe" ideas.
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Play 0.90 or wait until 1.1. 1.0.x is a complete disaster performance wise.
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[1.3] [Kopernicus] New Horizons v2.0.1 [2JUN17] - It's Back!
cantab replied to KillAshley's topic in KSP1 Mod Releases
I always recommend Precise Node too, it's my number 1 most important mod, more important to me than KER, Alarm Clock, FAR, or anything else. -
[1.3.1] Ferram Aerospace Research: v0.15.9.1 "Liepmann" 4/2/18
cantab replied to ferram4's topic in KSP1 Mod Releases
With a laundry list of mods like that you'd do well to first try and reproduce the issue with the minimum mods necessary - FAR, Kopernicus, and Outer Planets Mod. If the issue still arises reporting it is much simpler. If it doesn't, you then need to think about candidate problem mods. To me the obvious suspects are B9 and Firespitter, if you used those parts on the affected craft - we've already had all sorts of discussion about procedural wing issues. Dynamic Deflection affects aerodynamic stuff too. If you're out of obvious suspects you'll have to resort to a binary search.For that matter, double-check your installation to. If you used CKAN, redo it manually - CKAN has a track record of messing up FAR, and last I tried it it didn't do a good job of planet mods either.- 14,073 replies
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- aerodynamics
- ferram aerospace research
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Engine placement and centre of thrust on planes
cantab replied to baldamundo's topic in KSP1 Gameplay Questions and Tutorials
An atmospheric aircraft is built so that aerodynamics make it fly straight. The torque from off-axis thrust is readily counteracted by the aerodynamics. In KSP that means you can put your jet engines where you like, within reason, and be able to make a flyable plane. That said you will still get changes in pitch when you throttle up or down with off-axis engines, which you'll need to counter with trim or let an assistant tool compensate for you. This drone of mine showed that effect quite strongly, and with a V tail pitch trimming adds extra drag, but nonetheless it was perfectly flyable and I took it quite some distance around Kerbin for survey contracts. PS: To get an idea of how strong aerodynamic forces can be, pitch up hard and many KSP planes can easily pull 10 g. For engines to produce the same acceleration the aircraft would require a Kerbin TWR of 10, around ten times what most planes actually have. -
Why not both? That's what I and many other viewers do. Of course having plenty of screen real estate helps with that.Anyway, personality's what matters. It needs to be someone I like listening to. Next most important is music choice. If I see a few streamers I know doing KSP, chances are good I'll pick the one I know plays good music on their streams. Oh, and Scott Manley, while he does stream occasionally, is really a Youtuber.
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How far have you gone in Kerbal Space Program?
cantab replied to Columbia's topic in KSP1 Discussion
I've visited every stock body in at least some sense. Dres and Vall I've yet to land on, Eve I've yet to return from. I'm now playing with New Horizons, Kerbol Plus, Asclepius, and Boris planet packs and have barely scratched the surface of my vast and crowded system. My first Asclepius landing was the other day but I haven't tried driving the rover yet, and I have missions to the Jool and Titanus systems on the way. (Jool in New Horizons having a totally different set of moons to in stock.) -
[1.3] [Kopernicus] New Horizons v2.0.1 [2JUN17] - It's Back!
cantab replied to KillAshley's topic in KSP1 Mod Releases
Check your Kopernicus version, then check the Kopernicus logs. It's possible one of the planets or moons is misbehaving. -
[1.3.1][Kopernicus] Uncharted Lands v0.5.4 [26Dec17]
cantab replied to KillAshley's topic in KSP1 Mod Releases
It's your mod, but I wonder if a system reshuffle isn't intruding on New Horizons' territory as it were. Gameplay-wise keeping the orbits and the gross physical properties of the bodies the same means that existing delta-V maps, transfer window planners, craft designs and so on will all still work, whereas a reshuffle requires the player to work that all out anew. I do second what Gregrox said, that Uncharted Lands would make a nice optional extension to New Horizons. You could even encourage it as the default if you liked. -
I use Virtualbox loads. It's strongest for desktop virtualisation, on my PC I have a Linux host and a Windows 7 VM for work stuff, and a second win7 VM I use to test OS and software deployment. Snapshotting is very helpful for that, if an aspect of the deployment doesn't work I can revert that without needing to redo the whole thing. I use it for servers too because of my familiarity, though I think other VM software would be better. It lets me run Windows and Linux servers on the same physical hardware, keep separate services on their own VMs, and I can set up a virtual server at one site then make a copy at another.
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[KSP v1.1.3] Stock Bug Fix Modules (Release v1.1.3b.1 - 10 Jul 16)
cantab replied to Claw's topic in KSP1 Mod Releases
Does the wheel fix work on existing craft that were launched without the fix installed? If it doesn't, is there a savefile edit or similar to make the brakes work? -
Picking the right mods; recommendations wanted
cantab replied to Erkki's topic in KSP1 Mods Discussions
With 32-bit versions of KSP the RAM limit is on address space usage. That includes some, but not all, of what the game puts in video memory as well as what it has in system memory. The default DirectX 9 has a further issue of duplicating some things in both video and system memory - if you can get DirectX 11 or OpenGL mode working well on your system you'll slash KSP's system memory usage.That's why even with only 4 GB of system memory 64-bit helps me, by allowing KSP to use that and the 2 GB of video memory. -
A solution to the magnetosphere problem of colonizing mars
cantab replied to Clockwork13's topic in Science & Spaceflight
I think that's a misconception. My understanding is a decent atmosphere provides ample protection against high-energy solar and cosmic radiation. Ultraviolet will go through a generic atmosphere but is handled by ozone which will tend to form if there's oxygen. -
But no metals. While a lot of the construction might be done with polymers, not least because they tend to be acid-resistant, metals will still be wanted for many purposes. No silicon or other semiconductor materials either, so computer chips or the materials to make them would all need to be either imported from space or brought up from the hostile surface.
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Fly in the atmosphere of the Sun. No cheats. Stock parts only. In Real Life.
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Kerbal Experience in Science Mode
cantab replied to pearldrumbum's topic in KSP1 Gameplay Questions and Tutorials
Yeah, the simplest way seems to be a hacked career. With a savefile edit you can easily just give yourself a huge pile of cash so you don't have to worry about it. -
I believe the "speed barrier" in KSP is down not so much to drag as to thrust. The turbojets and RAPIERs have a strong ramjet effect that kicks in somewhat above the speed of sound and makes the thrust go way up and the plane accelerate hard, but getting to the needed speed in the first place can be a bit tricky.
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Picking the right mods; recommendations wanted
cantab replied to Erkki's topic in KSP1 Mods Discussions
Your hardware is similar to mine, I'm on a Phenom II X3 overclocked to 3.1 GHz, also 4 GB of memory, and a GTX 750 Ti. I though play on Linux and do benefit from 64-bit KSP to run more mods despite only have 4 GB of physical RAM. I'm currently using the New Horizons planetary system and highly recommend it. It puts Kerbin in orbit of a gas giant along with the Mun, Aptur (think a smaller Bop with a bit more gravity), and Serran (imagine a smaller Laythe without water). It also puts the wider solar system on an inclination like RSS does, and reshuffles the stock planets and moons as well as adding new ones. All round it creates real new challenges in intermoon and interplanetary flight. My first landings on Serran were some of the tensest and most exciting moments I've had in KSP in a long time, with some seriously late parachute opening. I'm of the view that delta-V is not difficulty, but it you want a bigger solar system New Horizons is also compatible with several system rescale mods. If you use 32-bit KSP then adding New Horizons will start to constrain you on memory. You'll probably have to forgo either memory-hungry visual mods or large part packs, or both. But there are still plenty of mods that won't cause problems. -
Conversely, that in the map view Shift+Tab cycles backwards through the vessels and planets. With the navball raised Shift also throttles up. That has cost me the mission before.I can't see any good way to resolve it other than finding totally new keys for throttle.
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For dummys: how will Unity 5.x affect the performance?
cantab replied to Farex's topic in KSP1 Discussion
I've heard this before too. If it's right I'm going to be seriously ****ed off with Squad, if it turns out that all the lag, the seconds-per-frame pain, has been not because simulating KSP rockets is inherently hard and not because of the limits of PhysX or Unity but because of some utterly retarded idiocy on Squad's part.If it's right. -
[1.3.1][Kopernicus] Uncharted Lands v0.5.4 [26Dec17]
cantab replied to KillAshley's topic in KSP1 Mod Releases
That would make an awesome Dres, I think I prefer it to the jagged one you showed before. It could be a suitable Mun too. I can't really see it as an Eeloo though. 7.8/10, too much water (I'd have to see maps to actually judge, but IIRC Eve is mostly land with isolated oceans, unlike Earth which is mostly water with isolated continents.) -
For dummys: how will Unity 5.x affect the performance?
cantab replied to Farex's topic in KSP1 Discussion
Better multithreading is regarded as near-certain, though a lot of people myself included think the physics of a single vessel won't multithread well. Windows and OSX 64-bit versions are regarded as very likely, Unity 5 is free of the issues Unity 4 had with that. In both cases it depends more on what Unity and NVidia (PhysX) do. Squad are porting the game to the new Unity version, it's the nature of using any "off the shelf" engine that the game developers don't work on the nitty-gritty details. -
I shan't say it absolutely wasn't done, but this method seems to me to be both not needed and flawed. Not needed because determining longitude without a chronometer was only a problem at sea. On land East-West distances can easily be measured. On a boat with the shoreline in sight they can still be fairly easily measured, and in some civilizations sailors would prefer to stay in sight of the coast to help them navigate. The problem then isn't in mapping the coast of Europe, Iceland, or North America in detail, but in accurately working out the distance between those places across the empty Atlantic. Flawed because a lunar eclipse is a gradual event. There's no obvious sharp "now" cue to observe. So each single observer won't get a very precise figure for their location. If you had lots of observations you could apply statistics to get more precise locations, but it seems unlikely at best that Neolithic Britons had developed that kind of mathematics.